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Foley For Games

Mark Petty Gearbox Software. Foley For Games. Outsourcing vs. In House. Factors in this decision 1) Player Foley R evisions to the animations throughout the project Footsteps Equip / Switch weapons Wall hop / Dig In Move Orders 2) Cut Scenes Decisions Iterations Perspective

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Foley For Games

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  1. Mark Petty Gearbox Software Foley For Games

  2. Outsourcing vs. In House Factors in this decision 1) Player Foley • Revisions to the animations throughout the project • Footsteps • Equip / Switch weapons • Wall hop / Dig In • Move Orders 2) Cut Scenes Decisions • Iterations • Perspective • Stereo vs. Mono • Sound attached to player or character camera 3) Foley Artist • Using in house mocap staff as a solution

  3. Foley Pit Construction 1) What am I going to use this pit for? • Footsteps • Short walls ( Reduces resonance ) • Smaller pit ( Need length not width ) • Because footsteps involve close mic techniques the resonance of the pit becomes a big factor. Keeping the footstep surface close to flush with the wall height eliminates this issue. • Wet Foley • Taller Walls • Line the inner walls with acoustic rubber • Heavier construction • Larger size 2) Pit Example • Dimensions and Materials • 3ft. X 3ft. X 11in. • 1.5in. Thick walls • 1/8in. Acoustic rubber lined

  4. Content Creation 1) Multiple Mic Setup / Flexibility • Creates different perspectives • Mono / Stereo • Close / Distant • Using mic characteristics to capture different aspects of the same source. • Reduces the need for processing • Being able to change the relationship between the mic positions reduces the need for filtering and processing to create different perspectives. • Increases Iteration speed • Content creation and the way that it translates in game aren't always the same. • Having the flexibility of changing the foley perspective for the player by adjusting the mix of mic positions reduces the time spent rerecording. • Individual elements can be extracted and used for other content.

  5. 2) Content Cleanup • Processing • Compander (Sonalksis CQ1) • Frequency dependant gating 3) Reverb • IR reverbs • TL space (Trillium Labs) • IR (Waves)

  6. Implementation 1) Player Foley • Center Channel Usage 2) Cutscenes • Attaching foley to the camera or animation • Distracting from camera focus • Is foley needed • Head relative, Center channel or Pan • Breaking up files to accommodate iterations • This also applies to the recording process

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